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Brain Training for Silver Gamers: Effects of Age and Game Form on Effectiveness, Efficiency, Self-Assessment, and Gameplay Experience.

, , and . Cyberpsy., Behavior, and Soc. Networking, 12 (5): 493-499 (2009)

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Guided Emotional State Regulation: Understanding and Shaping Players' Affective Experiences in Digital Games., , , and . AIIDE, AAAI, (2013)Advanced gaze visualizations for three-dimensional virtual environments., , and . ETRA, page 109-112. ACM, (2010)Investigating the Impact of Cooperative Communication Mechanics on Player Performance in Portal 2., , , , and . Graphics Interface, page 41-48. ACM, (2016)How does it play better?: exploring user testing and biometric storyboards in games user research., , , , and . CHI, page 1499-1508. ACM, (2013)Gamification. using game-design elements in non-gaming contexts., , , , and . CHI Extended Abstracts, page 2425-2428. ACM, (2011)Player experience: mixed methods and reporting results., , , , and . CHI Extended Abstracts, page 147-150. ACM, (2014)Exploring social interaction in co-located multiplayer games., , , , and . CHI Extended Abstracts, page 1119-1124. ACM, (2013)Defining gameful experience as a psychological state caused by gameplay: Replacing the term 'Gamefulness' with three distinct constructs., , , , , and . Int. J. Hum.-Comput. Stud., (2019)How Multidisciplinary is Gamification Research?: Results from a Scoping Review., , , , , and . CHI PLAY (Companion), page 445-452. ACM, (2017)Player Characteristics and Video Game Preferences., and . CHI PLAY, page 365-378. ACM, (2019)